Refactors stunnable to be ECS. (#4819)
Also cleans up StandingStatesystem.
This commit is contained in:
committed by
GitHub
parent
19a588a70a
commit
6eee256b11
@@ -1,92 +1,117 @@
|
||||
using System;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Rotation;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Player;
|
||||
|
||||
namespace Content.Shared.Standing
|
||||
{
|
||||
public sealed class StandingStateSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly SharedHandsSystem _sharedHandsSystem = default!;
|
||||
|
||||
[Obsolete("Use the EntityUid overloads instead.")]
|
||||
public bool IsDown(IEntity entity)
|
||||
{
|
||||
if (entity.TryGetComponent(out StandingStateComponent? standingState) &&
|
||||
standingState.Standing) return true;
|
||||
|
||||
return false;
|
||||
return IsDown(entity.Uid);
|
||||
}
|
||||
|
||||
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
|
||||
{
|
||||
if (!Resolve(uid, ref standingState, false))
|
||||
return false;
|
||||
|
||||
return !standingState.Standing;
|
||||
}
|
||||
|
||||
[Obsolete("Use the EntityUid overloads instead.")]
|
||||
public void Down(IEntity entity, bool playSound = true, bool dropHeldItems = true)
|
||||
{
|
||||
if (!entity.TryGetComponent(out StandingStateComponent? comp)) return;
|
||||
Down(comp, playSound, dropHeldItems);
|
||||
Down(entity.Uid, playSound, dropHeldItems);
|
||||
}
|
||||
|
||||
public void Stand(IEntity entity)
|
||||
public bool Down(EntityUid uid, bool playSound = true, bool dropHeldItems = true,
|
||||
StandingStateComponent? standingState = null,
|
||||
SharedAppearanceComponent? appearance = null,
|
||||
SharedHandsComponent? hands = null)
|
||||
{
|
||||
if (!entity.TryGetComponent(out StandingStateComponent? comp)) return;
|
||||
Stand(comp);
|
||||
}
|
||||
// TODO: This should actually log missing comps...
|
||||
if (!Resolve(uid, ref standingState, false))
|
||||
return false;
|
||||
|
||||
public void Down(StandingStateComponent component, bool playSound = true, bool dropHeldItems = true)
|
||||
{
|
||||
if (!component.Standing) return;
|
||||
// Optional component.
|
||||
Resolve(uid, ref appearance, ref hands, false);
|
||||
|
||||
var entity = component.Owner;
|
||||
var uid = entity.Uid;
|
||||
if (!standingState.Standing)
|
||||
return true;
|
||||
|
||||
// This is just to avoid most callers doing this manually saving boilerplate
|
||||
// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
|
||||
// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
|
||||
// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
|
||||
if (dropHeldItems)
|
||||
if (dropHeldItems && hands != null)
|
||||
{
|
||||
Get<SharedHandsSystem>().DropHandItems(entity, false);
|
||||
_sharedHandsSystem.DropHandItems(uid, false, hands);
|
||||
}
|
||||
|
||||
var msg = new DownAttemptEvent();
|
||||
EntityManager.EventBus.RaiseLocalEvent(uid, msg);
|
||||
RaiseLocalEvent(uid, msg, false);
|
||||
|
||||
if (msg.Cancelled) return;
|
||||
if (msg.Cancelled)
|
||||
return false;
|
||||
|
||||
component.Standing = false;
|
||||
component.Dirty();
|
||||
EntityManager.EventBus.RaiseLocalEvent(uid, new DownedEvent());
|
||||
standingState.Standing = false;
|
||||
standingState.Dirty();
|
||||
RaiseLocalEvent(uid, new DownedEvent(), false);
|
||||
|
||||
// Seemed like the best place to put it
|
||||
if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
|
||||
{
|
||||
appearance.SetData(RotationVisuals.RotationState, RotationState.Horizontal);
|
||||
}
|
||||
appearance?.SetData(RotationVisuals.RotationState, RotationState.Horizontal);
|
||||
|
||||
// Currently shit is only downed by server but when it's predicted we can probably only play this on server / client
|
||||
if (playSound)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(entity), component.DownSoundCollection.GetSound(), entity, AudioHelpers.WithVariation(0.25f));
|
||||
SoundSystem.Play(Filter.Pvs(uid), standingState.DownSoundCollection.GetSound(), uid, AudioHelpers.WithVariation(0.25f));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Stand(StandingStateComponent component)
|
||||
[Obsolete("Use the EntityUid overloads instead.")]
|
||||
public void Stand(IEntity entity)
|
||||
{
|
||||
if (component.Standing) return;
|
||||
Stand(entity.Uid);
|
||||
}
|
||||
|
||||
var entity = component.Owner;
|
||||
var uid = entity.Uid;
|
||||
public bool Stand(EntityUid uid,
|
||||
StandingStateComponent? standingState = null,
|
||||
SharedAppearanceComponent? appearance = null)
|
||||
{
|
||||
// TODO: This should actually log missing comps...
|
||||
if (!Resolve(uid, ref standingState, false))
|
||||
return false;
|
||||
|
||||
// Optional component.
|
||||
Resolve(uid, ref appearance, false);
|
||||
|
||||
if (standingState.Standing)
|
||||
return true;
|
||||
|
||||
var msg = new StandAttemptEvent();
|
||||
EntityManager.EventBus.RaiseLocalEvent(uid, msg);
|
||||
RaiseLocalEvent(uid, msg, false);
|
||||
|
||||
if (msg.Cancelled) return;
|
||||
if (msg.Cancelled)
|
||||
return false;
|
||||
|
||||
component.Standing = true;
|
||||
component.Dirty();
|
||||
EntityManager.EventBus.RaiseLocalEvent(uid, new StoodEvent());
|
||||
standingState.Standing = true;
|
||||
standingState.Dirty();
|
||||
RaiseLocalEvent(uid, new StoodEvent(), false);
|
||||
|
||||
if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
|
||||
{
|
||||
appearance.SetData(RotationVisuals.RotationState, RotationState.Vertical);
|
||||
}
|
||||
appearance?.SetData(RotationVisuals.RotationState, RotationState.Vertical);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user